Exemple #1
0
    def declarations(self):
        self.room_obj = []
        self.hud = []
        self.solid_hitbox = []
        self.trigger_hitbox = []

        self.player.setposx(2)

        #room objects initialization
        self.room_obj.append(Obj.Obj(1, 1, x.texture_load("textures", 3)))
        self.room_obj.append(Obj.Obj(30, 25, x.texture_load("textures", 4)))
        self.room_obj.append(Obj.Obj(20, 15, x.texture_load("textures", 5)))
        self.room_obj.append(Obj.Obj(15, 15, "?"))
        self.room_obj.append(Obj.Obj(1, 40, x.texture_load("textures", 6)))

        self.room_obj.append(self.player.char)

        #gui
        self.hud = hud.Hud.return_hud()

        #solid hitboxes
        self.solid_hitbox.append(Obj.Hitbox(98, 40, 0, 3, 1))
        self.solid_hitbox.append(Obj.Hitbox(1, 2, 21, 16, 0))
        self.solid_hitbox.append(Obj.Hitbox(3, 0, 20, 17, 0))

        #trigger hitboxes
        self.trigger_hitbox.append(Obj.Hitbox(0, 50, 0, 0, 0))

        self.update()
Exemple #2
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    def declarations(self):
        self.room_obj = []
        self.matrix = [["" for i in range(102)] for i in range(52)]

        #creating'n loading all objects required for this room
        self.room_obj.append(Obj.Obj(1, 28, x.texture_load("textures", 9)))
        self.room_obj.append(Obj.Obj(30, 16, x.texture_load("textures", 1)))
        self.room_obj.append(Obj.Obj(30, 25, x.texture_load("textures", 1)))
        self.room_obj.append(Obj.Obj(30, 34, x.texture_load("textures", 1)))
        self.room_obj.append(Obj.Obj(35, 18, "  New Game ◄"))
        self.room_obj.append(Obj.Obj(35, 27, "  Load Game"))
        self.room_obj.append(Obj.Obj(35, 36, "  Exit Game"))
        self.room_obj.append(Obj.Obj(29, 5, x.texture_load("textures", 0)))
Exemple #3
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    def declarations(self):
        self.room_obj = []

        #creating'n loading all objects required for this room
        self.room_obj.append(
            Obj.Obj(21, 1, g.Graphics.drawrect(78, 42, 1, " ")))
        self.room_obj.append(Obj.Obj(22, 3, g.Graphics.drawhline(76, 1)))
        self.room_obj.append(Obj.Obj(23, 2, "Equipement"))
        self.room_obj.append(Obj.Obj(22, 26, g.Graphics.drawhline(76, 1)))
        self.room_obj.append(Obj.Obj(23, 25, "Inventory"))
        self.room_obj.append(Obj.Obj(23, 4, x.texture_load("textures", 7)))
        for i in range(1, 11):
            self.room_obj.append(
                Obj.Obj(
                    23, 26 + i, " " + str(i) + ":[ Empty ]" if
                    (i < 10) else str(i) + ":[ Empty ]"))

        self.room_obj.append(Obj.Obj(61, 5, "[ Empty ]"))
        self.room_obj.append(Obj.Obj(61, 9, "[ Empty ]"))
        self.room_obj.append(Obj.Obj(61, 11, "[ Empty ]"))
        self.room_obj.append(Obj.Obj(61, 17, "[ Empty ]"))
        self.room_obj.append(Obj.Obj(61, 20, "[ Empty ]"))
        self.room_obj.append(
            Obj.Obj(
                52, 22, "Weapon : [ " +
                self.player.item_list[self.player.equipment["weapon"]] + " ]"))
        self.room_obj.append(
            Obj.Obj(
                52, 23, "Shield : [ " +
                self.player.item_list[self.player.equipment["shield"]] + " ]"))

        self.update(None)
Exemple #4
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    def declarations(self):
        #reseting arrays
        self.room_obj = []
        self.hud = []
        self.solid_hitbox = []
        self.trigger_hitbox = []

        #room objects initialization
        self.room_obj.append(Obj.Obj(1, 1, x.texture_load("textures", 2)))
        self.room_obj.append(
            Obj.Obj(20, 20, g.Graphics.drawrect(20, 10, 1, "/")))

        self.room_obj.append(self.player.char)

        self.player.setposx(10)
        self.player.setposy(10)

        #hud
        self.hud = hud.Hud.return_hud()

        #solid hitboxes
        self.solid_hitbox.append(Obj.Hitbox(98, 43, 1, 2, True))

        #trigger hitboxes
        self.trigger_hitbox.append(Obj.Hitbox(0, 50, 99, 0, False))
        self.trigger_hitbox.append(Obj.Hitbox(19, 10, 20, 20, False))
        #Debbuging Hitbox for testing pls delete late

        self.update()
Exemple #5
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    def declarations(self):
        self.room_obj = []

        #objects of window
        self.room_obj.append(Obj.Obj(1, 1, g.Graphics.drawrect(20, 42, 1,
                                                               " ")))
        self.room_obj.append(Obj.Obj(2, 3, g.Graphics.drawhline(18, 1)))
        self.room_obj.append(Obj.Obj(2, 36, x.texture_load("textures", 8)))
        self.room_obj.append(Obj.Obj(3, 2, "Menu"))
        self.room_obj.append(Obj.Obj(3, 4, "Inventory ◄"))
        self.room_obj.append(Obj.Obj(3, 6, "Stats"))
        self.room_obj.append(Obj.Obj(3, 8, "Map"))
        self.room_obj.append(Obj.Obj(3, 10, "Exit"))
Exemple #6
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    def declarations(self):
        self.room_obj = []
        self.matrix = [["" for i in range(102)] for i in range(52)]

        #creating'n loading all objects required for this room
        loadtext1 = ""
        loadtext2 = ""
        loadtext3 = ""

        save1 = x.sv_load(0)
        save2 = x.sv_load(1)
        save3 = x.sv_load(2)

        if (save1[0] == ""):
            loadtext1 = "Empty"
        else:
            loadtext1 = str(save1[0]) + " LVL: " + str(int(save1[2], 2)) + " ◄"

        if (save2[0] == ""):
            loadtext2 = "Empty"
        else:
            loadtext2 = str(save2[0]) + " LVL: " + str(int(save2[2], 2))

        if (save3[0] == ""):
            loadtext3 = "Empty"
        else:
            loadtext3 = str(save3[0]) + " LVL: " + str(int(save3[2], 2))

        self.room_obj.append(Obj.Obj(1, 28, x.texture_load("textures", 9)))
        self.room_obj.append(Obj.Obj(30, 16, x.texture_load("textures", 1)))
        self.room_obj.append(Obj.Obj(30, 25, x.texture_load("textures", 1)))
        self.room_obj.append(Obj.Obj(30, 34, x.texture_load("textures", 1)))
        self.room_obj.append(Obj.Obj(35, 18, loadtext1))
        self.room_obj.append(Obj.Obj(35, 27, loadtext2))
        self.room_obj.append(Obj.Obj(35, 36, loadtext3))
        self.room_obj.append(Obj.Obj(29, 5, x.texture_load("textures", 0)))